DeHackEd / BEX Reference: Difference between revisions

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=Weapon Block=
=Weapon Block=
==Weapons: Description==
{{see|DeHackEd / BEX Reference/Weapon Block}}
This block allows editing of player weapon characteristics.
==Weapons: Syntax==
A brief explanation of the syntax description:
 
Items in angle brackets (< >) are required.
 
Items in square brackets ([ ]) are optional.
 
All fields in the block are optional. Fields not provided will not be changed.
 
  Weapon <weapon number>
  Ammo type = <ammo number>
  Deselect frame = <frame number>
  Select frame = <frame number>
  Bobbing frame = <frame number>
  Shooting frame = <frame number>
  Firing frame = <frame number>
  # The fields below are Eternity extensions
  Ammo per shot = <number>
 
Explanation of special information:
 
'''weapon number''' is a weapon type number, which must be one of the following:
  Number  Weapon type
  ------------------------
  0      Fist
  1      Pistol
  2      Shotgun
  3      Chaingun
  4      Rocket Launcher
  5      Plasma Rifle
  6      BFG 9000
  7      Chainsaw
  8      Super Shotgun
'''ammo number''' is an ammo type number, which must be one of the following:
  Number  Ammo type
  -----------------
  0      Bullets
  1      Shells
  2      Cells
  3      Rockets
  5      None
 
==Weapons: Fields==
====Ammo type = <number>====
The type number, as given above, of the ammo type used by this weapon. Note that 4 is not a valid ammo type; do not use it. Also, in Eternity, any weapon can be safely given ammo type 5, none. In DOOM, giving any weapon other than the fist or chainsaw this type would cause the shotgun's max ammo to decrease on every use.
 
====Deselect frame = <frame number>====
A weapon enters this frame when the player changes to another weapon or dies.
 
====Select frame = <frame number>====
A weapon enters this frame when the player changes to it.
 
====Bobbing frame = <frame number>====
A weapon stays in this frame when the player is walking around without firing.
 
====Shooting frame = <frame number>====
A weapon enters this frame when the player hits the fire key.
 
====Firing frame = <frame number>====
This frame is used to display muzzle flashes when a weapon is fired.
 
====Ammo per shot = <number>====
This field is an Eternity extension which allows editing of the amount of ammo a weapon must have to be fired and uses on each shot (there is no point to these values being separate). Unless enabled through explicit use of this field in DeHackEd, this value is not used by the game engine, for compatibility reasons.


=Cheat Block=
=Cheat Block=

Revision as of 14:31, 3 March 2012

DeHackEd with BOOM Extensions (BEX) is a form of text script for modifying various aspects of the DOOM engine. Originally, DeHackEd patches were used by the DeHackEd program to modify the DOOM.EXE file itself. Now, modern source ports provide alternative methods of use.

Eternity allows use of DeHackEd files via the -deh command-line parameter, via GFS files, and as a text lump called "DEHACKED" in wad files. Eternity can also specify up to two DeHackEd patches which are always added at start-up in its configuration file. Starting with Eternity Engine v3.31 public beta 5, DeHackEd/BEX files can also be included by EDF modules.

DeHackEd allows editing of things, frames, codepointers, ammo and weapon data, cheats, miscellaneous settings, and text strings. Through BEX and Eternity extensions, support has also been added for a cleaner form of text substitution, default level par times, a more powerful method of codepointer editing, helper thing type editing, and better support for substitution of sprite, sound, and music names.

DeHackEd does NOT support the addition or deletion of any of these elements, however. It is limited to the number and order of entries as they exist in the source port. For information on how Eternity addresses this problem via the EDF system, see the EDF Documentation.

Back to Eternity Engine

General Syntax

White-space, empty lines, and unrecognized tokens are ignored outside of any block, and the DeHackEd parser is in general very forgiving.

Comments can be provided for your own benefit, or for that of other editors. Comments start with a pound sign (#) and extend to the end of the line. Example:

  # This is a comment

Note that comments are not allowed within some blocks, including several of the BEX extension blocks. It is best to keep all comments outside of blocks for this reason.

It is common for this header to appear in DeHackEd files which pre-date the DOOM source release:

  Patch File for DeHackEd v3.0
  # Note: Use the pound sign ('#') to start comment lines.
  Doom version = 21
  Patch format = 6

However, none of this information is needed or used by Eternity in any way, and it is discarded as unrecognized text. You do not need to include any header information in your own files. Note that the patch version information is important for old patches in that it will tell you whether or not Eternity can use the file. Patches of format other than 6 are not guaranteed to work, and Eternity does NOT support the older, obsolete binary patch format.

BEX Extension: INCLUDE Directive

To include a DEH or BEX file in another one, put one or more of the following lines in your BEX file:

  INCLUDE filename
  INCLUDE NOTEXT filename

Filename must be specified in full, including a path if it's not going to be in the current directory, and including its .deh or .bex extension. It is better by far to ship a file completely self-contained, but you can use this during testing and development, or to adjust existing patches for your own use.

The NOTEXT directive will cause Eternity to skip any DeHackEd-style text blocks in the included file, with the assumption that you're doing something else in your main BEX file instead.

You may not nest include files (one include file can't include another). In addition, DEHACKED lumps in wads cannot use INCLUDE directives in any form.

Thing Block

See DeHackEd / BEX Reference/Thing Block

Frame Block

See DeHackEd / BEX Reference/Frame Block

Sound Block

See DeHackEd / BEX Reference/Sound Block

Ammo Block

See DeHackEd / BEX Reference/Ammo Block

Weapon Block

See DeHackEd / BEX Reference/Weapon Block

Cheat Block

Cheats: Description

This block allows editing of some of the cheat codes.

Cheats: Syntax

A brief explanation of the syntax description:

Items in angle brackets (< >) are required.

Items in square brackets ([ ]) are optional.

All fields in the block are optional. Fields not provided will not be changed.

  Cheat [0]
  Change music = <string>
  Chainsaw = <string>
  God mode = <string>
  Ammo & Keys = <string>
  Ammo = <string>
  No Clipping 1 = <string>
  No Clipping 2 = <string>
  Invincibility = <string>
  Berserk = <string>
  Invisibility = <string>
  Radiation Suit = <string>
  Auto-map = <string>
  Lite-amp Goggles = <string>
  BEHOLD menu = <string>
  Level Warp = <string>
  Player Position = <string>

Explanation of special information:

0 is a number which was put next to the "Cheat" token in order for the original DeHackEd program's parser to be more uniform. Eternity ignores everything on this line after the word Cheat, and so this is optional.

string is a cheat as it will be literally typed. Note that in old DeHackEd files, the cheat strings were limited to the original length, and if they were shorter, were padded out to the same length with ASCII character 255. Eternity does not place any limitation on cheat length, and if ASCII 255 characters are present, they will be ignored.

Misc Block

Misc: Description

This block allows editing of various constants and gameplay factors.

Misc: Syntax

A brief explanation of the syntax description:

Items in angle brackets (< >) are required.

Items in square brackets ([ ]) are optional.

All fields in the block are optional. Fields not provided will not be changed.

  Misc [0]
  Initial Health = <number>
  Initial Bullets = <number>
  Max Health = <number>
  Max Armor = <number>
  Green Armor Class = <number>
  Blue Armor Class = <number>
  Max Soulsphere = <number>
  Soulsphere Health = <number>
  Megasphere Health = <number>
  God Mode Health = <number>
  IDFA Armor = <number>
  IDFA Armor Class = <number>
  IDKFA Armor = <number>
  IDKFA Armor Class = <number>
  BFG Cells/Shot = <number>
  Monsters Infight = <number>   

Explanation of special information:

0 is a number which was put next to the "Misc" token in order for the original DeHackEd program's parser to be more uniform. Eternity ignores everything on this line after the word Misc, and so this is optional.

Misc: Fields

Initial Health = <number>

The amount of health a player starts with at the beginning of the game or after dying. Default 100.

Initial Bullets = <number>

The amount of bullets a player starts with at the beginning of the game or after dying. Default 50.

Max Health = <number>

Player's maximum health value. Default 200.

Max Armor = <number>

Player's maximum armor value. Default 200.

Green Armor Class = <number>

Class number of the green armor. Value must be 1 or 2. Default 1.

Blue Armor Class = <number>

Class number of the blue armor. Value must be 1 or 2. Default 2.

Max Soulsphere = <number>

Maximum health after picking up soulsphere. Default 100.

Soulsphere Health = <number>

Amount of health given by Soulsphere. Default 100.

Megasphere Health = <number>

Amount of health given by Megasphere. Default 200.

God Mode Health = <number>

Amount health is set to when IDDQD cheat is used. Default 100.

IDFA Armor = <number>

Amount of armor given by IDFA cheat. Default 200.

IDFA Armor Class = <number>

Armor class given by IDFA cheat. Value must be 1 or 2. Default 2.

IDKFA Armor = <number>

Amount of armor given by IDKFA cheat. Default 200.

IDKFA Armor Class = <number>

Armor class given by IDKFA cheat. Value must be 1 or 2. Default 2.

BFG Cells/Shot = <number>

Ammo used per shot by BFG. Default is 40. Note: Eternity will propagate this value to the Ammo per shot field of the BFG weapon.

Monsters Infight = <number>

Enables monsters to injure and fight their own species. This switch is not currently supported by Eternity, but may be added in the near future.

BEX Extension: [STRINGS] Block

[STRINGS]: Description

The basic Dehacked file is understood and properly evaluated to change such things as sounds, frame rewiring, Thing attributes, etc. No change is required to the original .deh file for those things. However, text is handled differently in BEX for several reasons:

1. Dehacked by the nature of the program was simply doing a search and replace action on the strings as found in the executable. This is clumsy and dangerous, though as good as can be done when dealing with a compiled executable program. We now have the ability to change the actual string values during play, a safer and better solution.

2. Because Dehacked used the original string to find the place to plug in the replacement, there was no way to write a generic hack that would replace strings in all versions regardless of language. In BEX, the strings are identified by their names, which are the same in all cases.

3. Because Dehacked was replacing strings in a physical location in the program file, it was limited to approximately the same size string as the original. Though this is generally practical, it is limiting in flexibility. BEX allows any length string to replace any of the ones in the game (this also applies to cheats).

4. The purpose of replacing a string is to show the player some text at a particular point in the game. Finding the original text that was there and replacing it with other text worked, but logically what the author should have been able to do was assign strings depending on the desired purpose, and not have to recognize the original text to do so. In BEX, all strings are identified by a mnemonic name (actually the name of the internal variable), making it easier to assign a string to its desired purpose.

Detailed information is available further down in this file, explaining the mnemonic codes that are used for all the replaceable strings. Note that some of the strings are always displayed in the small (uppercase only) font, so capitalization is not important for those.

We urge patch authors to provide new BEX format files, for clarity, supportability and flexibility.

[STRINGS]: Syntax

To use BEX string support, start the section with a [STRINGS] section marker, followed by lines that start with the key mnemonic, an equal sign, and the value to assign to that string. You may split the value to be assigned onto multiple lines by ending each line that is to be continued with a backslash. Don't put quotes around the string if you don't want them to show up in the result. A couple of examples:

  # Change the level name that shows up in the automap for MAP12:
  [STRINGS]
  HUSTR_12 = The Twelfth Night
  # and now the new red key message for switches
  PD_REDO = You need the scarlet pimpernel to \
            turn on this machine.   
  # Note that the blank before the backslash is included in the string
  # but that the indentation before the word "turn" is not, allowing
  # the change file to be easy to read.

BEX Extension: [PARS] Block

[PARS]: Description

The [PARS] Block allows editing of par times for standard ExMy and MAPxy levels in DOOM and DOOM II. Ultimate DOOM Episode 4 is not supported, nor is Heretic.

[PARS]: Syntax

Insert the following block in your BEX file, using one or more of the par lines depending on if you want to alter them for DOOM 1 or DOOM 2.

  [PARS]

par <e> <m>

par <m>

<e> is the episode number, <m> is the map number, and

is the par time, in seconds. A cleaner example: [PARS] par 1 1 250 par 1 2 300 par 30 1000 You may have as many par times listed as you wish in the pars block.

BEX Extension: [CODEPTR] Block

[CODEPTR]: Description

The [CODEPTR] block provides a new, clean, and more powerful method of changing the codepointer (aka action) field of frames.

The [CODEPTR] block is a list of frames, each of which has assigned to it a codepointer mnemonic. Codepointer mnemonics are symbolic names for the action functions they represent, and any mnemonic can be assigned to any frame, even frames that have a zero pointer. This was not allowed in DeHackEd.

BEX also provides a new NULL mnemonic, which allows zeroing of frames which have a codepointer in them already. This also was not allowed under DeHackEd, for reasons unknown.

[CODEPTR]: Syntax

Insert this block into your BEX file:

  [CODEPTR]
  Frame nn = <mnemonic>
  ...

Any number of frames may be listed, one per line.

The Frame number is the same as you would use in Dehacked, and the <mnemonic> is a symbolic codepointer name. These mnemonics, though not perfectly clear in some cases, are the actual names of the functions in DOOM that are called, so it makes the most sense to use them. A complete list of codepointer mnemonics, and full documentation of their corresponding codepointers' behaviors is now available in the Eternity Engine Definitive Codepointer Reference. Please refer to that file for full information.

When using Dehacked frame code pointer changes, Eternity will write out a line for each one used showing what you'd put into a BEX [CODEPTR] block, in the DEHOUT.TXT file. For example:

Original Dehacked file lines:

  Pointer 93 (Frame 196)
  Codep Frame = 176

Output from Eternity in the DEHOUT.TXT file, when -dehout parameter is used:

  Line='Pointer 93 (Frame 196)'
  Processing function [2] for Pointer
  Processing Pointer at index 196: Frame
   - applied 1c53c from codeptr[176] to states[196]
  BEX [CODEPTR] -> FRAME 196 = Chase

You could then use this in the [CODEPTR] block of a BEX file instead of the Dehacked lines, making it much more clear that in frame 196 you expect the monster to Chase the player:

  FRAME 196 = Chase

In addition, you can now put any code pointer into any frame, whereas Dehacked is limited to replacing only the existing ones.

Eternity Extension: [HELPER] Block

[HELPER]: Description

This block can be used to specify the type of thing the player will get for friendly helpers by using the -dogs command-line option. Rather than rewiring the MT_DOGS thing to make it emulate other enemies, you may now make this simple two-line substitution.

[HELPER]: Syntax

  [HELPER]
  type = <thingnum>

<thingnum> is the DeHackEd number of the thing type you want to replace the dogs. If this value is out of range, dogs will spawn and a warning message will be posted to the player. It may be desirable to edit the height and radii of most things to make them work better as helpers Note that the dog jumping options also affect any helper substitute, and that all friendly things of the helper type are allowed to jump down to follow the player.

Eternity Extension: [SPRITES] Block

[SPRITES]: Description

In Ty Halderman's change log he noted that sprite, sound, and music renaming should be implemented as separate blocks. Up until now, it has only been possible to replace these strings with the old DeHackEd-style text blocks, which are impractical to use and have limitations.

The SPRITES block can change the 4-letter prefix of any sprite type.

[SPRITES]: Syntax

  [SPRITES]
  <mnemonic> = <string>

The <mnemonic> to use is the normal sprite name. That is, if you want to rename the sprite that's normally named TROO, you use the mnemonic TROO, even if TROO has already been changed to a new string. Changing the sprite names will not change their corresponding mnemonics.

<string> must be exactly 4 characters long, or the substitution will not occur.

Eternity Extension: [SOUNDS] Block

[SOUNDS]: Description

The SOUNDS block can change the name of any sound.

[SOUNDS]: Syntax

  [SOUNDS]
  <mnemonic> = <string>

The <mnemonic> to use is the EDF sound mnemonic defined for the sound you wish to replace. The string to provide is the new lump name for that sound. If you want to rename the sound that's normally named PISTOL, you use the mnemonic PISTOL. Changing the sound lump names will not change their corresponding mnemonics. <string> must be from 1 to 8 characters long, or the substitution will not occur.

Eternity Extension: [MUSIC] Block

[MUSIC]: Description

The MUSIC block can change the name of any music lump used by the game.

[MUSIC]: Syntax

  [MUSIC]
  <mnemonic> = <string>

The <mnemonic> to use is the normal music name, minus the "D_" that is normally appended to wad lumps. That is, if you want to rename the music that's normally named D_ROMERO, you use the mnemonic ROMERO, even if ROMERO has already been changed to a new string. Changing the music names will not change their corresponding mnemonics. <string> must be from 1 to 6 characters long, or the substitution will not occur.

BEX String Mnemonics Table

Note:

If the original initial value is longer than about 40 characters, the string will have been truncated and will have an ellipsis (...) after the closing double-quote. There should be enough in the part that is shown to recognize it. If a string has C language printf() characters in it, such as %s or %d, you should be sure that your replacement string either contains the same ones in the same order, or that you leave them out of your string. If that confuses you, you need to learn C or leave 'em alone <g>. Some trailing linefeeds have been removed for clarity, though \n in the middle of a string indicates an internal linefeed and your replacement can do likewise.

Part 1 - GENERAL INITIALIZATION AND PROMPTS

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
D_DEVSTR           What shows during init if -devparm is used
                     "Development mode ON."
D_CDROM            Init: if switch -cdrom is used
                     "CD-ROM Version: default.cfg from c:\\doomdata"
QUITMSG            Default display when you pick Quit
                     "are you sure you want to\nquit this great game?"
LOADNET            Warning when you try to load during a network game
                     "you can't do load while in a net game!"
QLOADNET           Warning when you try quickload during a network game
                     "you can't quickload during a netgame!"
QSAVESPOT          Warning when you quickload without a quicksaved game
                     "you haven't picked a quicksave slot yet!"
SAVEDEAD           Warning when not playing or dead and you try to save
                     "you can't save if you aren't playing!"
QSPROMPT           Prompt when quicksaving your game
                     "quicksave over your game named\n\n'%s'?"
QLPROMPT           Prompt when quickloading a game
                     "do you want to quickload the game named\n\n'%s'?"
NEWGAME            Warning if you try to start a game during network play
                     "you can't start a new game\nwhile in a network"...
NIGHTMARE          Nightmare mode warning
                     "are you sure? this skill level\nisn't even rem"...
SWSTRING           Warning when you pick any episode but 1 in Shareware
                     "this is the shareware version of doom.\n\nyou '...
MSGOFF             Message when toggling messages off (F8)
                     "Messages OFF"
MSGON              Message when toggling messages back on (F8)
                     "Messages ON"
NETEND             Message when you try to Quit during a network game
                     "you can't end a netgame!"
ENDGAME            Warning when you try to end the game
                     "are you sure you want to end the game?"
DETAILHI           Message switching to high detail (obsolete in BOOM)
                     "High detail"
DETAILLO           Message switching to high detail (obsolete in BOOM)
                     "Low detail"
GAMMALVL0          Message when gamma correction is set off
                     "Gamma correction OFF"
GAMMALVL1          Message when gamma correction is set to 1
                     "Gamma correction level 1"
GAMMALVL2          Message when gamma correction is set to 2
                     "Gamma correction level 2"
GAMMALVL3          Message when gamma correction is set to 3
                     "Gamma correction level 3"
GAMMALVL4          Message when gamma correction is set to 4
                     "Gamma correction level 4"
EMPTYSTRING        Value that shows up in an unused savegame slot
                     "empty slot"
GGSAVED            Message after a savegame has been written to disk
                     "game saved."
SAVEGAMENAME       Saved game name, number is appended during save
                     "ETRNSAV"
------------------ -----------------------------------------------------

Part 2 - MESSAGES WHEN THE PLAYER GETS THINGS

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
GOTARMOR           Picking up the Green armor (100%)
                     "Picked up the armor."
GOTMEGA            Picking up the Blue armor (200%)
                     "Picked up the MegaArmor!"
GOTHTHBONUS        Picking up a health bottle (1%)
                     "Picked up a health bonus."
GOTARMBONUS        Picking up an armor helmet (1%)
                     "Picked up an armor bonus."
GOTSTIM            Picking up a stimpack (10%)
                     "Picked up a stimpack."
GOTMEDINEED        Picking up a medikit (25%) when very low on health
                     "Picked up a medikit that you REALLY need!"
GOTMEDIKIT         Picking up a medikit (25%) under normal conditions
                     "Picked up a medikit."
GOTSUPER           Picking up the blue health orb (200%)
                     "Supercharge!"
GOTBLUECARD        Picking up the blue keycard
                     "Picked up a blue keycard."
GOTYELWCARD        Picking up the yellow keycard
                     "Picked up a yellow keycard."
GOTREDCARD         Picking up the red keycard
                     "Picked up a red keycard."
GOTBLUESKUL        Picking up the blue skull key
                     "Picked up a blue skull key."
GOTYELWSKUL        Picking up the yellow skull key
                     "Picked up a yellow skull key."
GOTREDSKULL        Picking up the red skull key
                     "Picked up a red skull key."
GOTINVUL           Picking up the invulnerability sphere
                     "Invulnerability!"
GOTBERSERK         Picking up the berserk box
                     "Berserk!"
GOTINVIS           Picking up the invisibility sphere
                     "Partial Invisibility"
GOTSUIT            Picking up the rad suit
                     "Radiation Shielding Suit"
GOTMAP             Picking up the computer map
                     "Computer Area Map"
GOTVISOR           Picking up the light-amp goggles
                     "Light Amplification Visor"
GOTMSPHERE         Picking up the mega orb (200%/200%)
                     "MegaSphere!"
GOTCLIP            Picking up an ammo clip
                     "Picked up a clip."
GOTCLIPBOX         Picking up a box of ammo
                     "Picked up a box of bullets."
GOTROCKET          Picking up a single rocket
                     "Picked up a rocket."
GOTROCKBOX         Picking up a box of rockets
                     "Picked up a box of rockets."
GOTCELL            Picking up an energy cell (20 units)
                     "Picked up an energy cell."
GOTCELLBOX         Picking up an energy pack (100 units)
                     "Picked up an energy cell pack."
GOTSHELLS          Picking up a set of 4 shells
                     "Picked up 4 shotgun shells."
GOTSHELLBOX        Picking up a box of 20 shells
                     "Picked up a box of shotgun shells."
GOTBACKPACK        Picking up a backpack
                     "Picked up a backpack full of ammo!"
GOTBFG9000         Picking up the BFG (weapon 7)
                     "You got the BFG9000!  Oh, yes."
GOTCHAINGUN        Picking up the chaingun (weapon 4)
                     "You got the chaingun!"
GOTCHAINSAW        Picking up the chainsaw (weapon 8)
                     "A chainsaw!  Find some meat!"
GOTLAUNCHER        Picking up the rocket launcher (weapon 5)
                     "You got the rocket launcher!"
GOTPLASMA          Picking up the plasma gun (weapon 6)
                     "You got the plasma gun!"
GOTSHOTGUN         Picking up the shotgun (weapon 3)
                     "You got the shotgun!"
GOTSHOTGUN2        Picking up the double-barreled shotgun (weapon 9)
                     "You got the super shotgun!"
                     
*New to Eternity: These are mnemonics for collectable items in Heretic.

HGOTBLUEKEY       Picking up Heretic blue key
                     "BLUE KEY"
HGOTYELLOWKEY     Picking up Heretic yellow key  
                     "YELLOW KEY"
HGOTGREENKEY      Picking up Heretic green key
                     "GREEN KEY"
HITEMHEALTH       Picking up Crystal Vile item
                     "CRYSTAL VIAL"
HITEMBAGOFHOLDING Picking up Bag of Holding item  
                     "BAG OF HOLDING"
HITEMSHIELD1      Picking up Silver Shield armor
                     "SILVER SHIELD"
HITEMSHIELD2      Picking up Enchanted Shield armor
                     "ENCHANTED SHIELD"
HITEMSUPERMAP     Picking up Map Scroll automap item
                     "MAP SCROLL"
------------------ -----------------------------------------------------      

Part 3 - MESSAGES WHEN KEYS ARE NEEDED

(*)= BOOM extensions

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
PD_BLUEO           When you don't have the blue key for a switch
                     "You need a blue key to activate this object"
PD_REDO            When you don't have the red key for a switch
                     "You need a red key to activate this object"
PD_YELLOWO         When you don't have the yellow key for a switch
                     "You need a yellow key to activate this object"
PD_BLUEK           Blue key needed to open a door
                     "You need a blue key to open this door"
PD_REDK            Red key needed to open a door
                     "You need a red key to open this door"
PD_YELLOWK         Yellow key needed to open a door
                     "You need a yellow key to open this door"
PD_BLUEC           Blue card key needed, not skull (*)
                     "You need a blue card to open this door"
PD_REDC            Red card key needed, not skull (*)
                     "You need a red card to open this door"
PD_YELLOWC         Yellow card key needed, not skull (*)
                     "You need a yellow card to open this door"
PD_BLUES           Blue skull key needed, not card (*)
                     "You need a blue skull to open this door"
PD_REDS            Red skull key needed, not card (*)
                     "You need a red skull to open this door"
PD_YELLOWS         Yellow skull key needed, not card (*)
                     "You need a yellow skull to open this door"
PD_ANY             You need a key but any of them will do (*)
                     "Any key will open this door"
PD_ALL3            You need red, blue and yellow keys (*)
                     "You need all three keys to open this door"
PD_ALL6            You need both skulls and cards in all 3 colors (*)
                     "You need all six keys to open this door"
                     
* New to Eternity: These are used by locked doors instead of some of the above when in Heretic 

HPD_GREENO        Replaces PD_REDO in Heretic mode
                     "You need a green key to activate this object"
HPD_GREENK        Replaces PD_RED(K/C/S) in Heretic mode
                     "You need a green key to open this door"
------------------ -----------------------------------------------------

Part 4 - MULTIPLAYER MESSAGING

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
HUSTR_MSGU         If you try to send a blank message?
                     "[Message unsent]"
HUSTR_MESSAGESENT  After you send a message?  Haven't seen it
                     "[Message Sent]"

* Chat macros 1-10
* Original values in quotes

HUSTR_CHATMACRO1     "I'm ready to kick butt!"
HUSTR_CHATMACRO2     "I'm OK."
HUSTR_CHATMACRO3     "I'm not looking too good!"
HUSTR_CHATMACRO4     "Help!"
HUSTR_CHATMACRO5     "You suck!"
HUSTR_CHATMACRO6     "Next time, scumbag..."
HUSTR_CHATMACRO7     "Come here!"
HUSTR_CHATMACRO8     "I'll take care of it."
HUSTR_CHATMACRO9     "Yes"
HUSTR_CHATMACRO0     "No"

* What shows up when you message yourself, depending
* on how many times you've done it during the game

HUSTR_TALKTOSELF1    "You mumble to yourself"
HUSTR_TALKTOSELF2    "Who's there?"
HUSTR_TALKTOSELF3    "You scare yourself"
HUSTR_TALKTOSELF4    "You start to rave"
HUSTR_TALKTOSELF5    "You've lost it..."

* Prefixes for the multiplayer messages when displayed

HUSTR_PLRGREEN       "Green: "
HUSTR_PLRINDIGO      "Indigo: "
HUSTR_PLRBROWN       "Brown: "
HUSTR_PLRRED         "Red: "
------------------ -----------------------------------------------------

Part 5 - LEVEL NAMES IN THE AUTOMAP

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------

* For DOOM - These names are made up of HUSTR_ and 
* ExMx for the episode and map numbers.  Original
* names are shown in quotes.  Episode 4 entries are
* for Ultimate DOOM only.  
* Blank lines separate sky change groupings

HUSTR_E1M1           "E1M1: Hangar"
HUSTR_E1M2           "E1M2: Nuclear Plant"
HUSTR_E1M3           "E1M3: Toxin Refinery"
HUSTR_E1M4           "E1M4: Command Control"
HUSTR_E1M5           "E1M5: Phobos Lab"
HUSTR_E1M6           "E1M6: Central Processing"
HUSTR_E1M7           "E1M7: Computer Station"
HUSTR_E1M8           "E1M8: Phobos Anomaly"
HUSTR_E1M9           "E1M9: Military Base"

HUSTR_E2M1           "E2M1: Deimos Anomaly"
HUSTR_E2M2           "E2M2: Containment Area"
HUSTR_E2M3           "E2M3: Refinery"
HUSTR_E2M4           "E2M5: Command Center"
HUSTR_E2M6           "E2M6: Halls of the Damned"
HUSTR_E2M7           "E2M7: Spawning Vats"
HUSTR_E2M8           "E2M8: Tower of Babel"
HUSTR_E2M9           "E2M9: Fortress of Mystery"

HUSTR_E3M1           "E3M1: Hell Keep"
HUSTR_E3M2           "E3M2: Slough of Despair"
HUSTR_E3M3           "E3M3: Pandemonium"
HUSTR_E3M4           "E3M4: House of Pain"
HUSTR_E3M5           "E3M5: Unholy Cathedral"
HUSTR_E3M6           "E3M6: Mt. Erebus"
HUSTR_E3M7           "E3M7: Limbo"
HUSTR_E3M8           "E3M8: Dis"
HUSTR_E3M9           "E3M9: Warrens"

HUSTR_E4M1           "E4M1: Hell Beneath"
HUSTR_E4M2           "E4M2: Perfect Hatred"
HUSTR_E4M3           "E4M3: Sever The Wicked"
HUSTR_E4M4           "E4M4: Unruly Evil"
HUSTR_E4M5           "E4M5: They Will Repent"
HUSTR_E4M6           "E4M6: Against Thee Wickedly"
HUSTR_E4M7           "E4M7: And Hell Followed"
HUSTR_E4M8           "E4M8: Unto The Cruel"
HUSTR_E4M9           "E4M9: Fear"

* For DOOM2 - These names are made up of HUSTR_ and 
* a number for the map number.  Original names are shown in quotes.
* Blank lines separate sky change groupings

HUSTR_1              "level 1: entryway"
HUSTR_2              "level 2: underhalls"
HUSTR_3              "level 3: the gantlet"
HUSTR_4              "level 4: the focus"
HUSTR_5              "level 5: the waste tunnels"
HUSTR_6              "level 6: the crusher"
HUSTR_7              "level 7: dead simple"
HUSTR_8              "level 8: tricks and traps"
HUSTR_9              "level 9: the pit"
HUSTR_10             "level 10: refueling base"
HUSTR_11             "level 11: 'o' of destruction!" 

HUSTR_12             "level 12: the factory"
HUSTR_13             "level 13: downtown"
HUSTR_14             "level 14: the inmost dens"
HUSTR_15             "level 15: industrial zone"
HUSTR_16             "level 16: suburbs"
HUSTR_17             "level 17: tenements"
HUSTR_18             "level 18: the courtyard"
HUSTR_19             "level 19: the citadel"
HUSTR_20             "level 20: gotcha!"

HUSTR_21             "level 21: nirvana"
HUSTR_22             "level 22: the catacombs"
HUSTR_23             "level 23: barrels o' fun"
HUSTR_24             "level 24: the chasm"
HUSTR_25             "level 25: bloodfalls"
HUSTR_26             "level 26: the abandoned mines"
HUSTR_27             "level 27: monster condo"
HUSTR_28             "level 28: the spirit world"
HUSTR_29             "level 29: the living end"
HUSTR_30             "level 30: icon of sin"

HUSTR_31             "level 31: wolfenstein"
HUSTR_32             "level 32: grosse"

* For PLUTONIA - These names are made up of PHUSTR_ and 
* a number for the map number.  Original names are shown in quotes.
* Blank lines separate sky change groupings

PHUSTR_1             "level 1: congo"
PHUSTR_2             "level 2: well of souls"
PHUSTR_3             "level 3: aztec"
PHUSTR_4             "level 4: caged"
PHUSTR_5             "level 5: ghost town"
PHUSTR_6             "level 6: baron's lair"
PHUSTR_7             "level 7: caughtyard"
PHUSTR_8             "level 8: realm"
PHUSTR_9             "level 9: abattoire"
PHUSTR_10            "level 10: onslaught"
PHUSTR_11            "level 11: hunted"

PHUSTR_12            "level 12: speed"
PHUSTR_13            "level 13: the crypt"
PHUSTR_14            "level 14: genesis"
PHUSTR_15            "level 15: the twilight"
PHUSTR_16            "level 16: the omen"
PHUSTR_17            "level 17: compound"
PHUSTR_18            "level 18: neurosphere"
PHUSTR_19            "level 19: nme"
PHUSTR_20            "level 20: the death domain"

PHUSTR_21            "level 21: slayer"
PHUSTR_22            "level 22: impossible mission"
PHUSTR_23            "level 23: tombstone"
PHUSTR_24            "level 24: the final frontier"
PHUSTR_25            "level 25: the temple of darkness"
PHUSTR_26            "level 26: bunker"
PHUSTR_27            "level 27: anti-christ"
PHUSTR_28            "level 28: the sewers"
PHUSTR_29            "level 29: odyssey of noises"
PHUSTR_30            "level 30: the gateway of hell"

PHUSTR_31            "level 31: cyberden"
PHUSTR_32            "level 32: go 2 it"

* For TNT:Evilution - These names are made up of THUSTR_ and 
* a number for the map number.  Original names are shown in quotes.
* Blank lines separate sky change groupings

THUSTR_1             "level 1: system control"
THUSTR_2             "level 2: human bbq"
THUSTR_3             "level 3: power control"
THUSTR_4             "level 4: wormhole"
THUSTR_5             "level 5: hanger"
THUSTR_6             "level 6: open season"
THUSTR_7             "level 7: prison"
THUSTR_8             "level 8: metal"
THUSTR_9             "level 9: stronghold"
THUSTR_10            "level 10: redemption"
THUSTR_11            "level 11: storage facility"

THUSTR_12            "level 12: crater"
THUSTR_13            "level 13: nukage processing"
THUSTR_14            "level 14: steel works"
THUSTR_15            "level 15: dead zone"
THUSTR_16            "level 16: deepest reaches"
THUSTR_17            "level 17: processing area"
THUSTR_18            "level 18: mill"
THUSTR_19            "level 19: shipping/respawning"
THUSTR_20            "level 20: central processing"

THUSTR_21            "level 21: administration center"
THUSTR_22            "level 22: habitat"
THUSTR_23            "level 23: lunar mining project"
THUSTR_24            "level 24: quarry"
THUSTR_25            "level 25: baron's den"
THUSTR_26            "level 26: ballistyx"
THUSTR_27            "level 27: mount pain"
THUSTR_28            "level 28: heck"
THUSTR_29            "level 29: river styx"
THUSTR_30            "level 30: last call"

THUSTR_31            "level 31: pharaoh"
THUSTR_32            "level 32: caribbean" 

* New to Eternity:
* For Heretic - These names are made up of HHUSTR_ and ExMx for the episode 
* and map numbers.  Original names are shown in quotes.  Episode 4 and 5 entries 
* are for the extended Shadow of the Serpent Riders version of Heretic. Note these 
* are also used by the Heretic intermission code.
* Blank lines separate sky change groupings

HHUSTR_E1M1          "E1M1:  THE DOCKS"
HHUSTR_E1M2          "E1M2:  THE DUNGEONS"
HHUSTR_E1M3          "E1M3:  THE GATEHOUSE"
HHUSTR_E1M4          "E1M4:  THE GUARD TOWER"
HHUSTR_E1M5          "E1M5:  THE CITADEL"
HHUSTR_E1M6          "E1M6:  THE CATHEDRAL"
HHUSTR_E1M7          "E1M7:  THE CRYPTS"
HHUSTR_E1M8          "E1M8:  HELL'S MAW"
HHUSTR_E1M9          "E1M9:  THE GRAVEYARD"

HHUSTR_E2M1          "E2M1:  THE CRATER"
HHUSTR_E2M2          "E2M2:  THE LAVA PITS"
HHUSTR_E2M3          "E2M3:  THE RIVER OF FIRE"
HHUSTR_E2M4          "E2M4:  THE ICE GROTTO"
HHUSTR_E2M5          "E2M5:  THE CATACOMBS"
HHUSTR_E2M6          "E2M6:  THE LABYRINTH"
HHUSTR_E2M7          "E2M7:  THE GREAT HALL"
HHUSTR_E2M8          "E2M8:  THE PORTALS OF CHAOS"
HHUSTR_E2M9          "E2M9:  THE GLACIER" 

HHUSTR_E3M1          "E3M1:  THE STOREHOUSE"
HHUSTR_E3M2          "E3M2:  THE CESSPOOL"
HHUSTR_E3M3          "E3M3:  THE CONFLUENCE"
HHUSTR_E3M4          "E3M4:  THE AZURE FORTRESS"
HHUSTR_E3M5          "E3M5:  THE OPHIDIAN LAIR"
HHUSTR_E3M6          "E3M6:  THE HALLS OF FEAR"
HHUSTR_E3M7          "E3M7:  THE CHASM"
HHUSTR_E3M8          "E3M8:  D'SPARIL'S KEEP"
HHUSTR_E3M9          "E3M9:  THE AQUIFER"

HHUSTR_E4M1          "E4M1:  CATAFALQUE"
HHUSTR_E4M2          "E4M2:  BLOCKHOUSE"
HHUSTR_E4M3          "E4M3:  AMBULATORY"
HHUSTR_E4M4          "E4M4:  SEPULCHER"
HHUSTR_E4M5          "E4M5:  GREAT STAIR"
HHUSTR_E4M6          "E4M6:  HALLS OF THE APOSTATE"
HHUSTR_E4M7          "E4M7:  RAMPARTS OF PERDITION"
HHUSTR_E4M8          "E4M8:  SHATTERED BRIDGE"
HHUSTR_E4M9          "E4M9:  MAUSOLEUM"

HHUSTR_E5M1          "E5M1:  OCHRE CLIFFS"
HHUSTR_E5M2          "E5M2:  RAPIDS"
HHUSTR_E5M3          "E5M3:  QUAY"
HHUSTR_E5M4          "E5M4:  COURTYARD"
HHUSTR_E5M5          "E5M5:  HYDRATYR"
HHUSTR_E5M6          "E5M6:  COLONNADE"
HHUSTR_E5M7          "E5M7:  FOETID MANSE"
HHUSTR_E5M8          "E5M8:  FIELD OF JUDGEMENT"
HHUSTR_E5M9          "E5M9:  SKEIN OF D'SPARIL"
------------------ -----------------------------------------------------

Part 6 - MESSAGES AS A RESULT OF TOGGLING STATES

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
AMSTR_FOLLOWON     Automap follow mode toggled on (F)
                     "Follow Mode ON"
AMSTR_FOLLOWOFF    Automap follow mode toggled off (F)
                     "Follow Mode OFF"
AMSTR_GRIDON       Automap grid mode toggled on (G)
                     "Grid ON"
AMSTR_GRIDOFF      Automap grid mode toggled off (G)
                     "Grid OFF"
AMSTR_MARKEDSPOT   Automap spot marked (M)
                     "Marked Spot"
AMSTR_MARKSCLEARED Automap marks cleared (C)
                     "All Marks Cleared" 
STSTR_MUS          Music changed with IDMUSnn
                     "Music Change"
STSTR_NOMUS        Error message [IDMUS] to bad number
                     "IMPOSSIBLE SELECTION"
STSTR_DQDON        God mode toggled on [IDDQD]
                     "Degreelessness Mode On"
STSTR_DQDOFF       God mode toggled off [IDDQD]
                     "Degreelessness Mode Off"
STSTR_KFAADDED     Ammo and keys added [IDKFA]
                     "Very Happy Ammo Added"
STSTR_FAADDED      Ammo no keys added [IDK or IDKA]
                     "Ammo (no keys) Added"
STSTR_NCON         Walk through walls toggled on [IDCLIP or IDSPISPOPD]
                     "No Clipping Mode ON"
STSTR_NCOFF        Walk through walls off [IDCLIP or IDSPISPOPD]
                     "No Clipping Mode OFF"
STSTR_BEHOLD       Prompt for IDBEHOLD cheat menu
                     "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
STSTR_BEHOLDX      Prompt after toggling the special with IDBEHOLD
                     "Power-up Toggled"
STSTR_CHOPPERS     Message when the chainsaw is picked [IDCHOPPERS]
                     "... doesn't suck - GM"
STSTR_CLEV         Message while changing levels [IDCLEVxx]
                     "Changing Level..."
STSTR_COMPON       Message when turning on DOOM compatibility mode (*)
                     "Compatibility Mode On"
STSTR_COMPOFF      Message when turning off DOOM compatibility mode (*)
                     "Compatibility Mode Off"
------------------ -----------------------------------------------------

Part 7 - EPISODE INTERMISSION TEXTS

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------

* DOOM/Ultimate DOOM Intermissions

E1TEXT             Message after Episode 1 of DOOM
                     "Once you beat the big badasses and\nclean out "...
E2TEXT             Message after Episode 2 of DOOM
                     "You've done it! The hideous cyber-\ndemon lord"...
E3TEXT             Message after Episode 3 of DOOM
                     "The loathsome spiderdemon that\nmasterminded t"...
E4TEXT             Message after Episode 4 of Ultimate DOOM
                     "the spider mastermind must have sent forth\nit"...

* DOOM2 Intermissions

C1TEXT             Message after MAP06
                     "YOU HAVE ENTERED DEEPLY INTO THE INFESTED\nSTA"...
C2TEXT             Message after MAP11
                     "YOU HAVE WON! YOUR VICTORY HAS ENABLED\nHUMANK"...
C3TEXT             Message after MAP20
                     "YOU ARE AT THE CORRUPT HEART OF THE CITY,\nSUR"...
C4TEXT             Message after MAP30
                     "THE HORRENDOUS VISAGE OF THE BIGGEST\nDEMON YO"...
C5TEXT             Message when entering MAP31
                     "CONGRATULATIONS, YOU'VE FOUND THE SECRET\nLEVE"...
C6TEXT             Message when entering MAP32
                     "CONGRATULATIONS, YOU'VE FOUND THE\nSUPER SECRE"...

* PLUTONIA Intermissions

P1TEXT             Message after MAP06
                     "You gloat over the steaming carcass of the\nGu"...
P2TEXT             Message after MAP11
                     "Even the deadly Arch-Vile labyrinth could\nnot"...
P3TEXT             Message after MAP20
                     "You've bashed and battered your way into\nthe "...
P4TEXT             Message after MAP30
                     "The Gatekeeper's evil face is splattered\nall "...
P5TEXT             Message when entering MAP31
                     "You've found the second-hardest level we\ngot."...
P6TEXT             Message when entering MAP32
                     "Betcha wondered just what WAS the hardest\nlev"... 

* TNT:Evilution Intermissions

T1TEXT             Message after MAP06
                     "You've fought your way out of the infested\nex"...
T2TEXT             Message after MAP11
                     "You hear the grinding of heavy machinery\nahea"...
T3TEXT             Message after MAP20
                     "The vista opening ahead looks real damn\nfamil"...
T4TEXT             Message after MAP30
                     "Suddenly, all is silent, from one horizon\nto "...
T5TEXT             Message when entering MAP31
                     "What now? Looks totally different. Kind\nof li"...
T6TEXT             Message when entering MAP32
                     "Time for a vacation. You've burst the\nbowels "...

* New to Eternity: Heretic Intermissions

H1TEXT             Message after Episode 1
                     "with the destruction of the iron\nliches and t"...
H2TEXT             Message after Episode 2
                     "the mighty maulotaurs have proved\nto be no ma"...
H3TEXT             Message after Episode 3
                     "the death of d'sparil has loosed\nthe magical "...
H4TEXT             Message after SOSR Episode 4
                     "you thought you would return to your\nown worl"...
H5TEXT             Message after SOSR Episode 5
                     "as the final maulotaur bellows his\ndeath-agon"...
------------------ -----------------------------------------------------

Part 8 - CREATURE NAMES FOR THE FINALE

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
CC_ZOMBIE          Trooper
                     "ZOMBIEMAN"
CC_SHOTGUN         Sargeant
                     "SHOTGUN GUY"
CC_HEAVY           Chaingunner
                     "HEAVY WEAPON DUDE"
CC_IMP             Imp
                     "IMP"
CC_DEMON           Demon
                     "DEMON"
CC_LOST            Lost Soul
                     "LOST SOUL"
CC_CACO            Cacodemon
                     "CACODEMON"
CC_HELL            Hell Knight
                     "HELL KNIGHT"
CC_BARON           Baron of Hell
                     "BARON OF HELL"
CC_ARACH           Arachnotron (baby spider)
                     "ARACHNOTRON"
CC_PAIN            Pain Elemental
                     "PAIN ELEMENTAL"
CC_REVEN           Revenant
                     "REVENANT"
CC_MANCU           Mancubus
                     "MANCUBUS"
CC_ARCH            Arch Vile
                     "ARCH-VILE"
CC_SPIDER          Spider Mastermind
                     "THE SPIDER MASTERMIND"
CC_CYBER           Cyberdemon
                     "THE CYBERDEMON"
CC_HERO            Green player
                     "OUR HERO"
------------------ -----------------------------------------------------

Part 9 - INTERMISSION TILED BACKGROUNDS

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
BGFLATE1           End of DOOM Episode 1
                     "FLOOR4_8"
BGFLATE2           End of DOOM Episode 2
                     "SFLR6_1"
BGFLATE3           End of DOOM Episode 3
                     "MFLR8_4"
BGFLATE4           End of DOOM Episode 4
                     "MFLR8_3"
BGFLAT06           DOOM2 after MAP06
                     "SLIME16"
BGFLAT11           DOOM2 after MAP11
                     "RROCK14"
BGFLAT20           DOOM2 after MAP20
                     "RROCK07"
BGFLAT30           DOOM2 after MAP30
                     "RROCK17"
BGFLAT15           DOOM2 going MAP15 to MAP31
                     "RROCK13"
BGFLAT31           DOOM2 going MAP31 to MAP32
                     "RROCK19"
BGCASTCALL         Panel behind cast call    
                     "BOSSBACK"
                     
* New to Eternity

BGFLATHE1          End of Heretic Episode 1
                     "FLOOR25"
BGFLATHE2          End of Heretic Episode 2
                     "FLATHUH1"
BGFLATHE3          End of Heretic Episode 3
                     "FLTWAWA1"
BGFLATHE4          End of Heretic:SOSR Episode 4
                     "FLOOR28"
BGFLATHE5          End of Heretic:SOSR Episode 5
                     "FLOOR08"
------------------ -----------------------------------------------------

Part 10 - NEW: STARTUP BANNERS

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
STARTUP1           Starting strings to be displayed during startup
                     ""
STARTUP2           Leave them blank to not display
                     ""
STARTUP3           You may include \n to split a line
                     ""
STARTUP4           Have a nice time
                     ""
STARTUP5           Burma Shave
                     ""
------------------ -----------------------------------------------------

Part 11 - NEW: OBITUARIES

These are the built-in obituary strings, which are new to Eternity. They are shown to the player when he/she dies in certain ways. Note that obituaries for enemy kills are defined via EDF, and cannot be edited by DeHackEd/BEX files. The player name is always inserted before the beginning of an obituary string, along with a space.

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
OB_SUICIDE         Displayed when player kills self via console command
                     "suicides"
OB_FALLING         Displayed when player dies by falling too far
                     "cratered"
OB_CRUSH           Displayed when player dies via crusher
                     "was squished"
OB_SLIME           Displayed when player dies via damaging floor
                     "melted"
OB_BARREL          Displayed when player killed by inanimate explosion
                     "was blown up"
OB_COOP            Displayed when player kills player in coop mode
                     "scored a frag for the other team"
OB_DEFAULT         Displayed on unknown or miscellaneous death
                     "died"
OB_ROCKET_SELF     Displayed when rocket kills self
                     "should have stood back"
OB_BFG11K_SELF     Displayed when BFG11k splash damage kills self
                     "used a BFG11k up close"
OB_FIST            Displayed when player dies by punch in DM
                     "was punched to death"
OB_CHAINSAW        Displayed when player dies by chainsaw in DM
                     "was mistaken for a tree"
OB_PISTOL          Displayed when player dies by pistol in DM
                     "took a slug to the head"
OB_SHOTGUN         Displayed when player dies by shotgun in DM
                     "couldn't duck the buckshot"
OB_SSHOTGUN        Displayed when player dies by SSG in DM
                     "was shown some double barrels"
OB_CHAINGUN        Displayed when player dies by chaingun in DM
                     "did the chaingun cha-cha"
OB_ROCKET          Displayed when player dies by rocket in DM
                     "was blown apart by a rocket"
OB_PLASMA          Displayed when player dies by plasma in DM
                     "admires the pretty blue stuff"
OB_BFG             Displayed when player dies by BFG shot in DM
                     "was utterly destroyed by the BFG"
OB_BFG_SPLASH      Displayed when player dies by BFG tracer in DM
                     "saw the green flash"
OB_BETABFG         Displayed when player dies by Beta BFG in DM
                     "got a blast from the past"
OB_BFGBURST        Displayed when player dies by Plasma Burst BFG in DM
                     "was caught in a plasma storm"
OB_GRENADE_SELF    Displayed when grenade kills self
                     "lost track of a grenade"
OB_GRENADE         Displayed when player dies by grenade in DM
                     "tripped on a grenade"
------------------ -----------------------------------------------------

Part 12 - NEW: DEMO SEQUENCE/HELP/CREDITS

These are the names of resources used by the demo/title sequence, help screens, and credit/about screens.

MNEMONIC           Purpose
                     Initial original value (just the first part if long)
------------------ -----------------------------------------------------
TITLEPIC           DOOM / DOOM II Titlepic resource
                     "TITLEPIC"
TITLE              Heretic Titlepic resource
                     "TITLE"
CREDIT             Static credits screen for original game authors
                     "CREDIT"
HELP2              Shareware advertisement help screen
                     "HELP2"
ORDER              Shareware advertisement help screen
                     "ORDER"
DEMO1              First demo played in title sequence
                     "DEMO1"
DEMO2              Second demo played in title sequence
                     "DEMO2"
DEMO3              Third demo played in title sequence
                     "DEMO3"
DEMO4              Fourth demo played in title sequence
                     "DEMO4"
------------------ -----------------------------------------------------

Sound Table

This is a current list of the default sounds defined by sounds.edf. The number by each sound is the number that is used in Thing blocks and elsewhere to call for this sound by number (also known as its sound DeHackEd number). Note: Heretic sounds have not been standardized yet and thus are not listed here. You should not attempt to use them until they have been documented.

 Number Name
 ------------------------
 0      None
 1      "pistol"
 2      "shotgn"
 3      "sgcock"
 4      "dshtgn"
 5      "dbopn"
 6      "dbcls"
 7      "dbload"
 8      "plasma"
 9      "bfg"
 10     "sawup"
 11     "sawidl"
 12     "sawful"
 13     "sawhit"
 14     "rlaunc"
 15     "rxplod"
 16     "firsht"
 17     "firxpl"
 18     "pstart"
 19     "pstop"
 20     "doropn"
 21     "dorcls"
 22     "stnmov"
 23     "swtchn"
 24     "swtchx"
 25     "plpain"
 26     "dmpain"
 27     "popain"
 28     "vipain"
 29     "mnpain"
 30     "pepain"
 31     "slop"
 32     "itemup"
 33     "wpnup"
 34     "oof"
 35     "telept"
 36     "posit1"
 37     "posit2"
 38     "posit3"
 39     "bgsit1"
 40     "bgsit2"
 41     "sgtsit"
 42     "cacsit"
 43     "brssit"
 44     "cybsit"
 45     "spisit"
 46     "bspsit"
 47     "kntsit"
 48     "vilsit"
 49     "mansit"
 50     "pesit"
 51     "sklatk"
 52     "sgtatk"
 53     "skepch"
 54     "vilatk"
 55     "claw"
 56     "skeswg"
 57     "pldeth"
 58     "pdiehi"
 59     "podth1"
 60     "podth2"
 61     "podth3"
 62     "bgdth1"
 63     "bgdth2"
 64     "sgtdth"
 65     "cacdth"
 66     "skldth"
 67     "brsdth"
 68     "cybdth"
 69     "spidth"
 70     "bspdth"
 71     "vildth"
 72     "kntdth"
 73     "pedth"
 74     "skedth"
 75     "posact"
 76     "bgact"
 77     "dmact"
 78     "bspact"
 79     "bspwlk"
 80     "vilact"
 81     "noway"
 82     "barexp"
 83     "punch"
 84     "hoof"
 85     "metal"
 86     "chgun"
 87     "tink"
 88     "bdopn"
 89     "bdcls"
 90     "itmbk"
 91     "flame"
 92     "flamst"
 93     "getpow"
 94     "bospit"
 95     "boscub"
 96     "bossit"
 97     "bospn"
 98     "bosdth"
 99     "manatk"
 100    "mandth"
 101    "sssit"
 102    "ssdth"
 103    "keenpn"
 104    "keendt"
 105    "skeact"
 106    "skesit"
 107    "skeatk"
 108    "radio"
 109    "dgsit"
 110    "dgatk"
 111    "dgact"
 112    "dgdth"
 113    "dgpain"
 ------------------------